{
"id": "Phrixes_NightSalvo",
"gfx": {
"x": 36,
"y": 38,
"file": "UI/Placeholder/Icons_Resources.png",
"size": 48,
"width": 2,
"height": 2
},
"anim": {
"ref": "Cast",
"speed": 0.6
},
"type": 11,
"vars": {},
"flags": 32,
"props": {},
"steps": [
{
"on": 0,
"type": 13,
"props": {},
"duration": 2
},
{
"on": 0,
"type": 3,
"props": {},
"duration": 2
},
{
"on": 0,
"type": 11,
"props": {},
"visuals": {
"fxs": [
{
"set": "Chaos_Aura",
"props": {},
"space": 0,
"attachName": "B_Pelvis"
},
{
"set": "Chaos_Cast",
"props": {},
"space": 0,
"attachName": "ATTACH_World_Weapon_R"
}
]
},
"duration": 2
},
{
"on": 0,
"type": 11,
"delay": 0.5,
"props": {},
"visuals": {
"playAnims": [
{
"anim": {
"ref": "Cast",
"loop": true,
"blend": 0.15
}
}
]
}
},
{
"on": 7,
"type": 11,
"delay": -0.75,
"props": {},
"visuals": {
"playAnims": [
{
"anim": {
"ref": "CastProjectile",
"blend": 0.1,
"speed": 1
}
}
]
}
},
{
"on": 7,
"type": 11,
"delay": -0.12,
"props": {},
"visuals": {
"fxs": [
{
"set": "Chaos_Blast",
"props": {
"offset": {
"x": 5,
"y": 0,
"z": 0,
"height": 0
}
},
"scale": 1,
"space": 2,
"attachName": "ATTACH_World_Weapon_R"
}
]
}
},
{
"on": 7,
"type": 24,
"props": {},
"duration": 1.2
},
{
"on": 7,
"type": 11,
"delay": -1.25,
"props": {},
"visuals": {
"playAnims": [
{
"anim": {
"ref": "MagicCast",
"loop": false
}
}
]
}
},
{
"id": "CastEnd",
"on": 7,
"type": 11,
"props": {}
},
{
"id": "Projectile",
"on": 8,
"type": 7,
"props": {
"projectile": {
"base": "MissileStraight",
"fxSet": "Projectile_Chaos_Big",
"speed": 50,
"aimStyle": 4
}
},
"range": 80
},
{
"on": 2,
"type": 0,
"props": {
"position": {
"origin": 2
}
},
"effects": [
{
"flags": 0,
"effect": 0,
"baseVal": 0,
"scaling": [
{
"atb": "FoePower",
"ratio": 0.5
}
],
"affinity": "Chaos"
}
]
}
],
"texts": {
"name": "Night Salvo"
},
"nature": 3,
"script": "var timeBetweenProjectiles = 0.2;\n\nfunction onStep(s) {\n if(s.kind == Steps.CastEnd) {\n var projStep = getStepById(Steps.Projectile);\n\t\tvar skillTargets = getAITargets();\n var targetCount = skillTargets.length;\n\n for(i in 0...targetCount) {\n var t = skillTargets[i];\n wait(i*timeBetweenProjectiles, function() {\n projStep.generateProjectile(t);\n });\n }\n wait(targetCount*timeBetweenProjectiles, () -> stop());\n }\n}",
"mastery": [],
"cooldown": 5,
"duration": 2
}